#include "ScreenComponents.h" #include #include #include #include #include "Battery.h" #include "fontIds.h" void ScreenComponents::drawBattery(const GfxRenderer& renderer, const int left, const int top, const bool showPercentage) { // Left aligned battery icon and percentage const uint16_t percentage = battery.readPercentage(); const auto percentageText = showPercentage ? std::to_string(percentage) + "%" : ""; renderer.drawText(SMALL_FONT_ID, left + 20, top, percentageText.c_str()); // 1 column on left, 2 columns on right, 5 columns of battery body constexpr int batteryWidth = 15; constexpr int batteryHeight = 12; const int x = left; const int y = top + 6; // Top line renderer.drawLine(x + 1, y, x + batteryWidth - 3, y); // Bottom line renderer.drawLine(x + 1, y + batteryHeight - 1, x + batteryWidth - 3, y + batteryHeight - 1); // Left line renderer.drawLine(x, y + 1, x, y + batteryHeight - 2); // Battery end renderer.drawLine(x + batteryWidth - 2, y + 1, x + batteryWidth - 2, y + batteryHeight - 2); renderer.drawPixel(x + batteryWidth - 1, y + 3); renderer.drawPixel(x + batteryWidth - 1, y + batteryHeight - 4); renderer.drawLine(x + batteryWidth - 0, y + 4, x + batteryWidth - 0, y + batteryHeight - 5); // The +1 is to round up, so that we always fill at least one pixel int filledWidth = percentage * (batteryWidth - 5) / 100 + 1; if (filledWidth > batteryWidth - 5) { filledWidth = batteryWidth - 5; // Ensure we don't overflow } renderer.fillRect(x + 2, y + 2, filledWidth, batteryHeight - 4); } void ScreenComponents::drawBatteryLarge(const GfxRenderer& renderer, const int left, const int top, const bool showPercentage) { // Larger battery icon with UI_10 font for bottom button hint area const uint16_t percentage = battery.readPercentage(); const auto percentageText = showPercentage ? std::to_string(percentage) + "%" : ""; renderer.drawText(UI_10_FONT_ID, left + 28, top, percentageText.c_str()); // Scaled up battery dimensions (~33% larger) constexpr int batteryWidth = 20; constexpr int batteryHeight = 16; const int x = left; const int y = top + 6; // Top line renderer.drawLine(x + 1, y, x + batteryWidth - 4, y); // Bottom line renderer.drawLine(x + 1, y + batteryHeight - 1, x + batteryWidth - 4, y + batteryHeight - 1); // Left line renderer.drawLine(x, y + 1, x, y + batteryHeight - 2); // Battery end (right side with nub) renderer.drawLine(x + batteryWidth - 3, y + 1, x + batteryWidth - 3, y + batteryHeight - 2); // Battery nub renderer.drawPixel(x + batteryWidth - 2, y + 4); renderer.drawPixel(x + batteryWidth - 2, y + batteryHeight - 5); renderer.drawLine(x + batteryWidth - 1, y + 5, x + batteryWidth - 1, y + batteryHeight - 6); // The +1 is to round up, so that we always fill at least one pixel int filledWidth = percentage * (batteryWidth - 6) / 100 + 1; if (filledWidth > batteryWidth - 6) { filledWidth = batteryWidth - 6; // Ensure we don't overflow } renderer.fillRect(x + 2, y + 2, filledWidth, batteryHeight - 4); } void ScreenComponents::drawBookProgressBar(const GfxRenderer& renderer, const size_t bookProgress) { int vieweableMarginTop, vieweableMarginRight, vieweableMarginBottom, vieweableMarginLeft; renderer.getOrientedViewableTRBL(&vieweableMarginTop, &vieweableMarginRight, &vieweableMarginBottom, &vieweableMarginLeft); const int progressBarMaxWidth = renderer.getScreenWidth() - vieweableMarginLeft - vieweableMarginRight; const int progressBarY = renderer.getScreenHeight() - vieweableMarginBottom - BOOK_PROGRESS_BAR_HEIGHT; const int barWidth = progressBarMaxWidth * bookProgress / 100; renderer.fillRect(vieweableMarginLeft, progressBarY, barWidth, BOOK_PROGRESS_BAR_HEIGHT, true); } int ScreenComponents::drawTabBar(const GfxRenderer& renderer, const int y, const std::vector& tabs) { constexpr int tabPadding = 20; // Horizontal padding between tabs constexpr int leftMargin = 20; // Left margin for first tab constexpr int underlineHeight = 2; // Height of selection underline constexpr int underlineGap = 4; // Gap between text and underline const int lineHeight = renderer.getLineHeight(UI_12_FONT_ID); const int tabBarHeight = lineHeight + underlineGap + underlineHeight; int currentX = leftMargin; for (const auto& tab : tabs) { const int textWidth = renderer.getTextWidth(UI_12_FONT_ID, tab.label, tab.selected ? EpdFontFamily::BOLD : EpdFontFamily::REGULAR); // Draw tab label renderer.drawText(UI_12_FONT_ID, currentX, y, tab.label, true, tab.selected ? EpdFontFamily::BOLD : EpdFontFamily::REGULAR); // Draw underline for selected tab if (tab.selected) { renderer.fillRect(currentX, y + lineHeight + underlineGap, textWidth, underlineHeight); } currentX += textWidth + tabPadding; } return tabBarHeight; } void ScreenComponents::drawScrollIndicator(const GfxRenderer& renderer, const int currentPage, const int totalPages, const int contentTop, const int contentHeight) { if (totalPages <= 1) { return; // No need for indicator if only one page } const int screenWidth = renderer.getScreenWidth(); constexpr int indicatorWidth = 20; constexpr int arrowSize = 6; constexpr int margin = 15; // Offset from right edge const int centerX = screenWidth - indicatorWidth / 2 - margin; const int indicatorTop = contentTop + 60; // Offset to avoid overlapping side button hints const int indicatorBottom = contentTop + contentHeight - 30; // Draw up arrow at top (^) - narrow point at top, wide base at bottom for (int i = 0; i < arrowSize; ++i) { const int lineWidth = 1 + i * 2; const int startX = centerX - i; renderer.drawLine(startX, indicatorTop + i, startX + lineWidth - 1, indicatorTop + i); } // Draw down arrow at bottom (v) - wide base at top, narrow point at bottom for (int i = 0; i < arrowSize; ++i) { const int lineWidth = 1 + (arrowSize - 1 - i) * 2; const int startX = centerX - (arrowSize - 1 - i); renderer.drawLine(startX, indicatorBottom - arrowSize + 1 + i, startX + lineWidth - 1, indicatorBottom - arrowSize + 1 + i); } // Draw page fraction in the middle (e.g., "1/3") const std::string pageText = std::to_string(currentPage) + "/" + std::to_string(totalPages); const int textWidth = renderer.getTextWidth(SMALL_FONT_ID, pageText.c_str()); const int textX = centerX - textWidth / 2; const int textY = (indicatorTop + indicatorBottom) / 2 - renderer.getLineHeight(SMALL_FONT_ID) / 2; renderer.drawText(SMALL_FONT_ID, textX, textY, pageText.c_str()); } void ScreenComponents::drawProgressBar(const GfxRenderer& renderer, const int x, const int y, const int width, const int height, const size_t current, const size_t total) { if (total == 0) { return; } // Use 64-bit arithmetic to avoid overflow for large files const int percent = static_cast((static_cast(current) * 100) / total); // Draw outline renderer.drawRect(x, y, width, height); // Draw filled portion const int fillWidth = (width - 4) * percent / 100; if (fillWidth > 0) { renderer.fillRect(x + 2, y + 2, fillWidth, height - 4); } // Draw percentage text centered below bar const std::string percentText = std::to_string(percent) + "%"; renderer.drawCenteredText(UI_10_FONT_ID, y + height + 15, percentText.c_str()); } int ScreenComponents::drawPillBadge(const GfxRenderer& renderer, const int x, const int y, const char* text, const int fontId, const bool inverted) { // Calculate dimensions const int textWidth = renderer.getTextWidth(fontId, text); const int lineHeight = renderer.getLineHeight(fontId); // Badge padding and sizing constexpr int horizontalPadding = 5; constexpr int verticalPadding = 2; constexpr int cornerRadius = 5; const int badgeWidth = textWidth + horizontalPadding * 2; const int badgeHeight = lineHeight + verticalPadding * 2; const int badgeY = y - verticalPadding; // Adjust y to center around text baseline // Fill color: inverted = white fill (false), normal = black fill (true) const bool fillColor = !inverted; // Ensure radius doesn't exceed half the badge dimensions const int radius = std::min({cornerRadius, badgeWidth / 2, badgeHeight / 2}); // Fill center rectangle (between left and right corner columns) if (badgeWidth > radius * 2) { renderer.fillRect(x + radius, badgeY, badgeWidth - radius * 2, badgeHeight, fillColor); } // Fill left and right edge strips (between top and bottom corners) if (badgeHeight > radius * 2) { renderer.fillRect(x, badgeY + radius, radius, badgeHeight - radius * 2, fillColor); renderer.fillRect(x + badgeWidth - radius, badgeY + radius, radius, badgeHeight - radius * 2, fillColor); } // Fill the four corner arcs using distance-squared check const int radiusSq = radius * radius; // Top-left corner: center at (x + radius, badgeY + radius), direction (-1, -1) for (int dy = 0; dy < radius; ++dy) { for (int dx = 0; dx < radius; ++dx) { const int distSq = (radius - 1 - dx) * (radius - 1 - dx) + (radius - 1 - dy) * (radius - 1 - dy); if (distSq < radiusSq) { renderer.drawPixel(x + dx, badgeY + dy, fillColor); } } } // Top-right corner: center at (x + badgeWidth - radius, badgeY + radius), direction (+1, -1) for (int dy = 0; dy < radius; ++dy) { for (int dx = 0; dx < radius; ++dx) { const int distSq = dx * dx + (radius - 1 - dy) * (radius - 1 - dy); if (distSq < radiusSq) { renderer.drawPixel(x + badgeWidth - radius + dx, badgeY + dy, fillColor); } } } // Bottom-left corner: center at (x + radius, badgeY + badgeHeight - radius), direction (-1, +1) for (int dy = 0; dy < radius; ++dy) { for (int dx = 0; dx < radius; ++dx) { const int distSq = (radius - 1 - dx) * (radius - 1 - dx) + dy * dy; if (distSq < radiusSq) { renderer.drawPixel(x + dx, badgeY + badgeHeight - radius + dy, fillColor); } } } // Bottom-right corner: center at (x + badgeWidth - radius, badgeY + badgeHeight - radius), direction (+1, +1) for (int dy = 0; dy < radius; ++dy) { for (int dx = 0; dx < radius; ++dx) { const int distSq = dx * dx + dy * dy; if (distSq < radiusSq) { renderer.drawPixel(x + badgeWidth - radius + dx, badgeY + badgeHeight - radius + dy, fillColor); } } } // Draw text centered in badge // Text color: inverted = black (true), normal = white (false) const int textX = x + horizontalPadding; renderer.drawText(fontId, textX, y, text, inverted); return badgeWidth; }